#Monster Hunter Wilds

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worn pawn
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Original mod by Ritsu, I'm helping maintain it

Injecting ReShade requires something to bypass Capcom's antitamper, such as:

  • REFramework
  • Special K

Release: #1451965513671508110 message
Nexus: Link

Nexus Mods :: Monster Hunter Wilds

Rewrite of the grading pipeline to fix SDR/HDR and add controls for tonemapping, paper white, UI brightness, and color grading.

swift ledge
loud oasis
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Thanks for the UI fix Stronge

swift ledge
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Vanilla preset looks a lot better than before

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Vanilla / Filmic

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Still losing out a bit on detail though is that just the color grade?

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Vanilla w/Pregrade Exposure / Filmic

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banding goes crazy in this screenshot lol

worn pawn
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It’s been so long since I played

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How is it different?

swift ledge
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idk seems to have more life to it and seemed to have a bit more detail

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might just be me though i haven't played in a while

worn pawn
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Tbh I also liked it more than I felt like I did before, I just wasn’t sure why

swift ledge
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I remember the vanilla preset looking incredibly dull

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probably gonna use Vanilla w/Pregrade Exposure from now on tho

shadow spear
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hey guys i just dled this mod by chance today lol so ty for the update! i have 2 questions:

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  1. how does it fix the image in SDR exactly, doesnt it only work on HDR? (at least it says that in the reshade menu), i do use HDR tho just curious
  2. i dont need any other mods other than "post processing effects" right? pic related from the forum
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oh and here are my settings, i just copied them from what i used in Expedition 33, throw any suggestions pls!

worn pawn
worn pawn
shadow spear
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since im using QD-OLED i think saturation can be upped a bit more than usual but that's it

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it really makes things pop

sweet siren
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Filmic preset is incredible with the recent addon updates

shadow spear
loud oasis
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My guess would be DLAA probably that gives that nice look. If not, then I have no idea.

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I am not familiar with the exposure type/exposure strength on how it works. When and why should that mode be enabled opposed to just vanilla.

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The only thing I have tweaked was the highlights, saturation, and highlight saturation for color.

sweet siren
opal silo
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has anyone ran to this error?

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the game starts glitching and graphics not loading the sounds stops working too
after closing the game and lunching it i get this error

worn pawn
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Someone has reported a bug about a quest crashing with renodx installed. I don’t really play this game anymore, is anybody able to confirm that? The Gogmazios Event Quest

opal silo
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I'll the try the quest once I fix my own issue kekpepehands

worn pawn
hot dock
worn pawn
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thanks

loud oasis
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The only thing I get occasionally is the entire environment starts flashing white once a while. Clearing my cache seems to fix it for a while but it rarely happens during Gog. I think it is more related to post processing mod not being updated for TU4.

swift gate
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not sure if this is entirely related to reno but whilst in the grand hub the day/night cycle process produces really odd colours when going from night to morning. Entire screen goes green for about 3 seconds until the sun fully appears and then its back to normal. Havent tested in other areas but just thought id leave this here just in case

swift ledge
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I def did not experience that. weird

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I just saw the really orange light

loud oasis
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Same. It gets extremely orange during sunset and yellow when going into the morning.

frosty gate
worn pawn
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Didn’t work for me

frosty gate
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good to know, at least it’s just not me doing something wrong

worn pawn
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anybody else seeing this?

swift gate
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even when modifying decos

worn pawn
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thanks

loud oasis
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Ever since the first reframework update for TU4 I stopped crashing from anything.

loud oasis
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I tried without any mods in fluffy/reframework autorun with no luck. I am not sure if it is only me or for others too. I don't use it but I thought I would give a heads up.

worn pawn
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Worked for me when I updated the addon. Have more updates come out?

loud oasis
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I am still using 6.6.2 addon so I am not sure. I haven't seen any updates for reframework or wilds itself.

peak escarp
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So, why would I use this over just a normal reshade preset (monster hunter wilds). Or why would I use a reshade preset on top of RenoDX?

Both questions, like what are the advantages and disadvantages I guess?

swift ledge
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Reshade presets do nothing they just change color grading

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Renodx adds hdr

peak escarp
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I don't understand, doesn't MHW have HDR? What do you mean "adds HDR"?

Sorry I'm stupid lol

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I've been using: Wilds Rehydrated - ReShade

This uses RenoDX, but I've been crashing more lately, trying to determine what is causing the crashing

worn pawn
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basically renodx has substantially more control over how the game looks. Instead of taking an output we're unhappy with and bludgeoning it into a form that we like with all sorts of compromises between different areas, we can just use the game information before it's been fucked up and work with a much better base.

peak escarp
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So in the 2nd post (sticky) of renodx there is instructions about enabling disabling stuff in disable post processing effects, but your image seems out dated, and now im super confused lol. Do I have this correct @worn pawn

worn pawn
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need blurred luminance enabled

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also TAA should be on unless you straight up don't want AA/upscalers to work

peak escarp
worn pawn
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You don’t need it, that post is there for people that want to use it since we were getting a lot of compatibility conflicts

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Oh I misunderstood

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Yeah the issue we had before was an exposure adjustment we forgot to make for a certain code path in the mod. That’s fixed, and before some other mods were forcing something in the engine that prevented our bug from showing up.

peak escarp
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ok, i will just remove DPPE 🙂

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great mod, ty my friend

loud oasis
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I just removed the post processing mod too. I only had it mainly for the lens distortion or eye adaptation assuming they are the same thing but there was a mod for it. Reno seems to cover everything in the tonemap/colors/filmgrain department. To my understanding reno also handles TAA/sharpening such as RCAS.

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I have not messed with volumetric fog so I will probably get that mod to mess around with it.

worn pawn
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okay got dithering working, but it doesn't help. The quantization is happening earlier in the pipeline so dithering the output doesn't help.

loud oasis
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With the filmic talk again I mentioned before my exposure type/exposure strength/lut exposure reverse sliders stopped working. I realized I never posted my log. I am not sure if anything in there will help.

swift ledge
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Filmic / Vanilla / Vanilla Pre Grade / Vanilla Pre Grade & Fixed Exposure / Vanilla Fixed Exposure

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Filmic / Vanilla / Vanilla Pre Grade / Vanilla Pre Grade & Fixed Exposure / Vanilla Fixed Exposure

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I have the images without the overlay if you want them too

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From what I see it looks like Fixed Exposure both crushes blacks and worsens clipping

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Changing from the Post Grade setting to Pre Grade seems to somewhat combat the clipping but Fixed Exposure still worsens it.

worn pawn
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This might push me to redo this mod (with ritsu’s blessing/collaboration of course).

swift ledge
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The mod could definitely use a good makeover I'd be open to doing any extra testing or something as im sure others would be too

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I'm sure if the performance update actually does anything there will be a big surge of players coming back soon too also whenever the dlc releases

loud oasis
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I guess I thought it was me. For me the game seemed to have the yellow lighting be really bright at times you have trouble seeing. I noticed the yellow lighting being too bright at the windward hub at first for sunlight. Sometimes the entire map is too bright.

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Vanilla tonemapper / RenoDRT My presets / Vanila+ / Filmic (My exposure type/lut exposure type do not work) / Filmic (My exposure type/lut exposure type OFF)

I noted my exposure stuff do not work so the last two images are identical when they should not be technically.

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Winward area

Vanilla tonemapper / RenoDRT My presets / Vanila+

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My highlights never used to look that bad before. I am not exactly sure when it started to look that way. I want to say TU4 changed something.

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realized I had the analysis off FeelsCringeManW hopefully that isn't necessary.

worn pawn
swift ledge
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you and dio might get along

loud oasis
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Might just be the highlights but then turning that on I have to adjust saturation peepoSad

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How so? monkaS

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I hate wilds environment timing of the day. I was going to compare the hub at night (just turned) with the test build. It looked really dark than the normal version for me. Now I reload the game with old and it is day. Rest time I guess...

worn pawn
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Oh right when I updated this it would have switched to highlights v3 and shadows v3. I can’t remember where those sliders were but that could be the problem with filmic anyway

swift ledge
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any update?

worn pawn
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being worked on

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me and ritsu both

worn pawn
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4.0.0

  • HDR color now comes from the SDR tonemapper extended, using luminance tonemapping with per channel chrominance
  • sliders now centered around this tonemappers midgray
  • rolloff curve applied to sliders to prevent clipping
  • improved LUT sampling, resulting in higher peak brightness potential and less clipping
  • adjustments for vanilla tonemap parameters (option in the mod between vanilla and custom)
  • display mapping is hermite spline using max channel
  • fixed a bug with the last update relating to LUTs causing highlight colors to be weird
worn pawn
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For filmic enjoyers, this might be a decent starting point

swift ledge
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holy goat

worn pawn
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realized there's something else I should have added

swift ledge
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ngl that preset you gave was cooked af lmao

worn pawn
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it used to work well, that bug fix I mentioned was turbo cooking it

swift ledge
worn pawn
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unless you mean the one above lol

swift ledge
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that one

worn pawn
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ah lol

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yeah I spent very little time, worked in like 2 areas and I posted it so people that used it before had something to start with

swift ledge
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my preset / one above / vanilla

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if i change exposure or contrast or highlight any higher it clips really bad

worn pawn
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it shouldn't be that bad, I very specifically added code to mitigate it

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if you're still testing in the ice cave, that would be why I'd guess

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the autoexposure there cooks highlights

swift ledge
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yeah

worn pawn
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only so much I can do when the value is getting cranked well over 10k nits

swift ledge
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holy the saturation setting i had was omega cooked in grand hub lol

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i see why you put contrast so high now

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tested in grand hub now

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there's no winning lol

warm plinth
# worn pawn 4.0.0 * HDR color now comes from the SDR tonemapper extended, using luminance to...
float3 HueAndChrominanceOKLab(
    float3 incorrect_color, float3 reference_color,
    float hue_correct_strength = 0.f,
    float chrominance_correct_strength = 0.f,
    float clamp_chrominance_loss = 0.f,
    float clamp_chrominance_gain = 0.f,
    float saturation = 1.f) {
  if (hue_correct_strength != 0.f || chrominance_correct_strength != 0.f) {
    float3 perceptual_new = renodx::color::oklab::from::BT709(incorrect_color);
    const float3 reference_oklab = renodx::color::oklab::from::BT709(reference_color);

    float chrominance_current = length(perceptual_new.yz);
    float chrominance_ratio_hue = 1.f;
    float chrominance_ratio = 1.f;

    if (hue_correct_strength != 0.f) {
      const float chrominance_pre = chrominance_current;
      perceptual_new.yz = lerp(perceptual_new.yz, reference_oklab.yz, hue_correct_strength);
      const float chrominancePost = length(perceptual_new.yz);
      chrominance_ratio_hue = renodx::math::SafeDivision(chrominance_pre, chrominancePost, 1);
      chrominance_current = chrominancePost;
    }

    if (chrominance_correct_strength != 0.f) {
      const float reference_chrominance = length(reference_oklab.yz);
      float target_chrominance_ratio = renodx::math::SafeDivision(reference_chrominance, chrominance_current, 1);
      chrominance_ratio = lerp(chrominance_ratio, target_chrominance_ratio, chrominance_correct_strength);
    }

    // Combine hue-preservation scaling and chroma correction, then clamp gain/loss.
    float chroma_scale = chrominance_ratio_hue * chrominance_ratio;
    const float chroma_gain_mask = step(1.f, chroma_scale);        // 1 when scaling up
    const float chroma_loss_mask = 1.f - step(1.f, chroma_scale);  // 1 when scaling down
    chroma_scale = lerp(chroma_scale, 1.f, chroma_gain_mask * clamp_chrominance_gain);
    chroma_scale = lerp(chroma_scale, 1.f, chroma_loss_mask * clamp_chrominance_loss);

    perceptual_new.yz *= chroma_scale;
    perceptual_new.yz *= saturation;

    incorrect_color = renodx::color::bt709::from::OkLab(perceptual_new);
    incorrect_color = renodx::color::bt709::clamp::AP1(incorrect_color);
  }
  return incorrect_color;
}
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you can use clamp_chrominance_gain as a saturation correction slider

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and clamp_chrominance_loss as blowout restoration

worn pawn
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they use some luts that make it pretty much irrelevant

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I did sat correction and the only way I could really tell anything was happening was by looking at the gamut map lol

warm plinth
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so luminance + lut with chrominance of per channel + lut

worn pawn
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different shaders unfortunately

warm plinth
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rip

worn pawn
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we want to throw out their LUTs entirely, just need to sit down and grade it I guess

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now that we've seen what their LUTs do, I would have LOVED to see their tech talk specifically on HDR grading

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hdr look

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now I have no need for additional re framework mods lol

warm plinth
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oh wait

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this is wilds not world

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wilds uses hdr luts before tonemap?

worn pawn
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after

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and they clip

warm plinth
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is it sdr luts with the same shit ass max channel sampling as RE games

worn pawn
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no they're HDR

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but they clip at like 1000 or 2000 nits, I forget

warm plinth
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but that fucks up peak

worn pawn
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first LUT halfs brightness

warm plinth
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like if you have peak 1000 tonemap and then apply grading afterwards

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oof

worn pawn
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it's weird

swift ledge
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hdr look is pretty good

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this is comparing to what i had before

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very similar

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hdr look is a bit darker though

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brigther as well

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wait no mine is nvm

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color lut strength seems to make it like 150 nits brighter

worn pawn
peak escarp
loud oasis
loud oasis
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I tried Reshade 6.6.2 up to 6.7.1 with no luck.

livid comet
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This completely breaks FSR Framegen for me, unfortunately. There is a lot of ghosting now, especially around the character when moving the camera. Reverting back to the older version of Reno completely gets rid of this issue. I also tried clearing the shader cache and reverting back to older Reshade versions prior to 6.7.1, just to be sure.

worn pawn
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Happens with old configs

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I think it’s the tone map setting

worn pawn
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Maybe it doesn’t work with dithering? Don’t know, but it defaults to off anyway

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I can double check that we aren’t missing an output shader for fsr framegen today

loud oasis
# worn pawn Click a preset button

I'll have to try again later. I did click preset 2 and 3. I did the vanilla+ and the HDR one as well on those presets. Nothing changes at all so I might have to do a clean reshade install maybe.

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For now I reverted back and everything was working again.

worn pawn
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fsr framegen still looks like fsr framegen to me 🤷

worn pawn
peak escarp
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On the new one, why was the tonemap name changed (it was like renodrt or something before), also the lut setting use to say post and pre-grade but now its vanilla and pre-grade?

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Using exact same settings i had b4 it looks drastically different was something major changed?

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@worn pawn

oak field
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The tonemapper name was changed because it's a, different tonemapper, which is pretty major.

peak escarp
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I guess the old one was allowing me to achieve a non-cartoony look, but this one i can't seem to achieve it

worn pawn
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the sliders behave differently. You can still get the same look

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the mod was substantially reworked

peak escarp
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The lut i was using b4 is now extremely green lol

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Anyone got a recommendation for a good lut? I want this high contrast more realistic look, basically I want to remove the cartoon look (without completely desaturating) lol

worn pawn
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by lut do you mean reshade preset?

loud oasis
livid comet
worn pawn
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ah, good to know. Maybe it's better to use another mod for it then

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must be relevant in more shaders than the ones I'm editing

livid comet
worn pawn
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minor typo meant display mapping wasn't running wojakdead

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I knew this shit was clipping too much

worn pawn
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  • remove fixed exposure stuff
  • add local exposure controls
  • properly fix blurred luminance sharpening the image and added a slider (slight image quality improvement compared to before)
  • add fog slider
  • fix bug causing hermite spline not to run pepe_hide
  • update preset and rename it
  • effects no longer update when clicking preset buttons
swift ledge
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Fog slider???

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👀

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Wait hermite spline wasn’t working ?

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I gotta try this update

loud oasis
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Dang, not even this newer update fixed my sliders issue. I been looking at what it could be with no solutions. I even removed all mods except RE and reshade with no luck 🙁

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The only thing I did not do was remove nukems dlssg to fsr3. No change.

worn pawn
loud oasis
worn pawn
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How are you installing reshade?

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I use it locally as dxgi.dll. If you’re using it as an reframework plugin, try not doing that

loud oasis
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Through the standard application of reshade with the dxgi.dll file in the main directory. I do not use SK either as some do for the plugin.

worn pawn
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You said the old mod worked though?

loud oasis
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Yeah, I can keep going back to it and the sliders all work. The only ones that stopped working were the exposure sliders at the bottom.

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I want to say it is this one here because I remember the UI brightness was broken and you fixed it #1451965513671508110 message

worn pawn
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Or there’s an in-game setting dependency I don’t know about

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I made the mod with everything turned up/on. I thought I determined that post processing can be toggled in-game without issue but maybe not?

loud oasis
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Hmm the only mods I have are those in the autorun of RE, fluffy which I disabled them all for testing, nukem for framegen, and reshade with reno in the main directory. In the past I did try Optiscaler but it should have uninstalled everything it installed via its uninstall.bat file.

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I don't use the post processing mod anymore after seeing there was a lens distortion mod. However, it shouldn't matter if I cleared all mods in the autorun.

worn pawn
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Try deleting the reframework folder

loud oasis
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I highly doubt me adding Nvpi anti aliasing has done anything to the game. That is the only thing I can think of other than DLSS Swaper.

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I will try. I basically deleted all the folders within reframework and only left the folder itself.

worn pawn
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Or renaming if you don’t want to lose it

loud oasis
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Give me a sec to boot the game. I had already backed up the folder before.

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No change in deleted the files.

worn pawn
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What ingame settings are you using?

loud oasis
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Not sure why my game defaulted to 16:9 instead of automatic but it has no change Aight

worn pawn
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Try turning on all the post processing stuff in the last image just to see if it works

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If it does, then I’ll figure out what I need to do to get it working with in-game settings

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Easy way to know would be to set blowout to 100 and look for the image turning black and white

loud oasis
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Nope, all sets set to the highest and blowout has no effect.

worn pawn
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Maybe it’s on another settings page then

loud oasis
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If it helps the fog amount slider worked out of the box for me before doing anything FeelsStrongMan

worn pawn
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You just aren’t getting the HDR mod part lol

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Fog is its own shader

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Game/ui brightness works right?

loud oasis
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Yeah, here is the game brightness and ui brightness work.

livid comet
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This update behaves really weird for me. Most Effects sliders don't do anything and the Peak Brightness never reaches the one set in the UI, even when directly staring into the Sun.

loud oasis
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Fog off on both but vanilla+ / regrade just for show on no changes.

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And I think Wilds just had a stroke changing from night to day making my frames tank to the 10s. What...

worn pawn
livid comet
worn pawn
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Which sliders aren’t working

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That should mean all color grading sliders work btw

livid comet
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Mostly the ones in the Effects category. Fog and Vignette in particular.

worn pawn
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That’s gotta be mods for the fog slider

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Is vignette on in-game?

livid comet
worn pawn
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Maybe different quality levels have different shaders

loud oasis
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What is a good way tot est the vignette because I do not think mine is working if I turn the in-game settings on and move the slider.

worn pawn
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That’s expected for you, in the same shader you’re already missing

loud oasis
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So it is part of the HDR stuff?

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Is the Lens distortion as well. On/Off doesn't look any different.

worn pawn
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That shader has lens distortion, chromatic aberration, vignette, local exposure, color grading LUTs, and vanilla tonemapping that we upgrade to HDR.

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Anything that modifies any of that risks breaking this mod

loud oasis
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ok.

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Does a reshade log help in any way indicating why the sliders might be acting up.

worn pawn
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It’ll just not show up in the log

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I’ll play around with in-game settings shortly and see if I can break it

livid comet
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Any idea why my in game brightness isn't reaching the 800 nits, like i've set in the UI?

worn pawn
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scene probably isn't pushing up to the whiite clip value of the tonemapper

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so you're just seeing headroom in the tonemapping

worn pawn
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@loud oasis yeah I guess post the log

loud oasis
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Ok, let me delete the current one and do a fresh start up.

worn pawn
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oh, try deleting the reframework config if you haven't

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I forgot that's not in the reframework folder

loud oasis
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Here is the log and I will try that. I haven't deleted it since the whole TU4 RE was broken.

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which one is it specifically to remove? I assume just re2_fw_config.txt

worn pawn
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I think so, honestly can't really remember

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I'd just delete everythinig reframework and install fresh tbh, but that's up to you

loud oasis
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I can do a fresh install of it after backing up. I would just need to know which files it creates in the main directory.

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I will delete the config for now

worn pawn
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based on the log, it sees the main postprocessing shader for precomp and successfully replaces it when it's run there, but never sees it again when the game is running

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I feel like you clicked something in reframework that's doing this

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so fingers crossed

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yeah if you enabled the "camera" optiion it breaks the mod

loud oasis
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It is possible, I'll look at my old config if this works. I cannot remember if I had it on or off after the game would crash with it.

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Game is having a stroke trying to boot up now. I gotta mess around on why. I manually enabled the loosefiles.

worn pawn
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that's normal though lol

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game just takes forever to boot

loud oasis
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It keeps freezing, started working now after deleting nukem. I think it was struggling to load it.

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I think that fixed it... everything is working now.

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Looks like enabling the camera does break it.

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I'll double check adding everything back to how it was and disable it manually after to see.

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Looks like camera enabled was the whole issue. I am not sure how long I had it on.

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I wonder if that is why my game looked so yellow all this time. Now I have to redo all the sliders to find a right fit. That might have been why the exposure never worked before too. I may have enabled it when prydog fixed all the UW/camera stuff.

worn pawn
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glad we figured it out lol

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it was buggin me

loud oasis
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Was not using camera on RE stated anywhere that I may have missed it? I got it off the github the first time and then updates in here as they were released.

worn pawn
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I don't think so

loud oasis
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I can now see how the vanilla vs pre-grade lut exposure reverse makes a huge difference now lol.

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I guess that should be noted on the options of what to have enable/disabled or what ever when using doomerWojak

worn pawn
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I'll throw it in cause it's an easy mistake to make since reframework is required for the mod in the first place

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but I can't cover everything anybody could do to break it lol

worn pawn
loud oasis
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I honestly think that could be the only thing to mention. UW fix did not break it or anything to UW. That is about the only thing I changed from default RE other than the specific mods.

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With the fog amount, is it defaulted to a point it would not impact the volumetric fog mod. I am not sure if the mod is necessary after adding a fog slider now.

worn pawn
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It's defaulted to the vanilla value

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this fog adjustment is extremely simple, It's just scaling the final fog color. That fog mod probably gives better control

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I haven't used it though, idk what it does

loud oasis
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These are the options it offers

worn pawn
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probably better to just use that then I'd guess

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though just slapping the fog slider on like 33 might be good enough lol

loud oasis
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I would have to mess around with how it works. I only tweaked a bit what looked good. I'll leave the slider at default for now.

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The MH: World Reno might need one too 👀 I do like my performance with the volumetric rendering off though.

worn pawn
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yeah I started doing the work to add one and got distracted by other projects

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mod needs some updating in general really

loud oasis
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I guess I will wait to see it implemented later. Hopefully no big performance loss for enabling the option while lowering the fog.

worn pawn
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it won't run any better by lowering it in the mod

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I could branch so when it's at 0 it skips it but that's about it

loud oasis
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Oh :X

worn pawn
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it still runs all the math, it's just getting scaled

loud oasis
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Fighting in this region now is no longer bad because the whole area looked like that bright yellow KEKW

worn pawn
swift ledge
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regrade setting looks good but unfortuanately still clips and crushes blacks

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worse than the last setting

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hdr look / regrade

worn pawn
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Could just turn down the couple little bumps to highlights

#

I may just add the hdr boost slider. Might be a good fit with lut exposure reverse

swift ledge
#

you know what

#

might just be because it's a different time

#

but i turned off the tweak fog mod and it looks fine

#

even with fog off

#

can't really tell if blacks are crushed with the grey filter fog adds over the game

#

man idk this games a mess

#

i'd hate to mod this mf lmao

#

the fog slider doesn't really move the fog off the character so

#

just decreased amount of it

full terrace
#

It gave me cancer. No idea how Jon can tolerate it

worn pawn
worn pawn
#

May need to adjust the preset but for the most part it should be better?

worn pawn
#

okay I'm learning how these parameters affect the image more now, I can improve things a good bit more

#

Vanilla SDR params | Old Custom Params | New Custom Params (WIP I guess)

warm plinth
#

did you put the tonemapper into desmos

worn pawn
#

no, just changing things and looking at how things move on the histogram

#

I've tried plugging shit into desmos and I suck at getting things to work

#

severe skill issue

#

aint no way I had another typo in the displaymapping code

worn pawn
#

this is more complicated than I thought...

worn pawn
worn pawn
#

trying to get some new comparison images for the mod

#

Showing reduced fog

full terrace
worn pawn
#

yep....

#

capcom giving black point calibration pretending it will matter

worn pawn
#

4.0.0 (for real this time)

  • fix peak brightness adherence
  • improve black level detail
  • update preset in accordance with changes from the last couple builds
#

It is FINALLY time for nexus

#

@livid comet sorry for gaslighting you earlier apparently, there was indeed a peak brightness problem

swift ledge
#

I wonder if there's a way to fix issues caused by fog tweaks mod

#

idk if i can play without it

#

i think i'd rather have crushed blacks

livid comet
loud oasis
#

👀 so many updates since the troubleshoot lol. I guess I need to take a look how the game looks now.

worn pawn
loud oasis
#

Dang what exactly changed using the same settings from the version on this #1451965513671508110 message to the most latest one.

#

I'm going to have to retweak the sliders to get it similar but I think the constrast going down to 60 had some what of a change.

worn pawn
#

Sliders operate from a different point in the image. It’ll have a better interaction with their tonemapping

loud oasis
#

Ah ok. I'll stick have to try and get it to look like the previous way.

#

I am not sure what the LUT scaling is doing because moving the slider has no change in anything, at least I cannot see.

#

Analysis does show it does something but I guess I barely notice it. Actually it only works when I click Vanilla+ but if I click the regrade it stop having an effect on anything.

worn pawn
#

Yeah lut exposure reverse pretty much undoes that aspect of the grading LUTs

loud oasis
#

Ah ok I did not know.

worn pawn
#

Shit, this is making me realize I may have to try this in other games with raised LUTs…

loud oasis
#

I am noticing that my shadows slider is broken though. I am not seeing a change moving it in any preset even with vanilla+ and regrade.

worn pawn
#

I think I need to revert to the shadows v1 slider for this game

loud oasis
#

It is the only thing not working in all the sliders so far.

worn pawn
#

It works just…not well

loud oasis
#

Damn hub turning night. I was trying to fix my stuff damnit.

loud oasis
#

Looks like I just had to drop my contrast from 65 to 50 to get almost close to the previous look of the earlier version. hmmNice I need my blinding highlights when fighting Arkveld/Zo Shia lol

swift ledge
#

seems to cause extra clipping and black crush

#

black crush i get cause its tuned with the grey filter over everything wilds adds

#

idk why it'd be clipping more

#

Even with the fog off completely the clipping isn't that bad without tweaks

gusty lantern
#

With the latest version shadows slider is not doing anything anymore, it was working 1 or 2 versions before...
I tried re-building shader cache, I also removed driver caches(...\AppData\Local\NVIDIA\DXCache) to trigger in-depth shader compilation

#

I feel like as an old vanilla+ enjoyer, older version seemed better (before adding rewriting hermite tonemapper).
Maybe new one is technically better in terms of capturing HDR capabilities but I can't get the same vibrance with new tonemapper without oversaturating the image.. Also it seems more yellowish? of course probably because I am not very good at calibrating stuff but since I can't achieve similar visuals I will go back older tonemapper for now

PS: I always used vanilla exposure and vanilla post grade, no fixed exposure in older version. I can share my previous settings if anybody is interested...

#

But thank you for the extensive support for it! I will check different profiles from other users from time to time maybe I can find something closer to my taste and tune it a little more. My biggest problem is blacks, they crush in darker scenes makes some fights (gore magala) very hard or hard see details on close-to-black objects

worn pawn
#

By applying the slider where it is supposed to be applied, it just doesn’t do much unfortunately

#

Most of the shadowed color comes from the grading afterwards unfortunately. Game is just super jank…

warm plinth
#

I would just apply user grading sliders as the very last thing before displaymap

worn pawn
#

I might do that instead, though I do broadly like the effect of applying it before tonemapping.

#

Maybe I’ll just throw exposure before the tonemap and everything else before display mapping

worn pawn
#

black crush issue figured out

#

you don't need gamma correction if you're fixing the math/art to begin with

#

it's SDR mode that's getting a gamma mismatch fix applied now lol

#

LUT scaling will be safe and ideal maxed out now

#

UI will still be gamma corrected

#

gamma correction will still apply if tone map parameters are set to vanilla

#

accepting reality and moving color grading sliders to display mapping instead of the game's tonemapper

#

the absolute glow up this game has received (also showcasing the improvements just made regarding lighting in shadow)

warm plinth
#

is it just doing lut scaling normally

#

with 0.18 as mid

worn pawn
#

whatever the default behavior is for the built in lut sampling function

#

so I guess

#

here's just a lut scaling comparison

warm plinth
#

I'm liking first pic more

#

what encoding do the luts use

worn pawn
#

happened to ask copilot to write this

// Encode linear AP1 to log space (matching the LUT encoding)
float EncodeLogAces(float linear_value) {
  if (linear_value <= 0.0078125f) {
    return (linear_value * 10.540237426757812f) + 0.072905533015728f;
  } else {
    return ((log2(linear_value) + 9.720000267028809f) * 0.05707762390375137f);
  }
}

// Decode log space back to linear AP1 (matching the LUT decoding)
float DecodeLogAces(float log_value) {
  if (log_value < 0.155251145362854f) {
    return (log_value + -0.072905533015728f) * 0.09487452358007431f;
  } else if (log_value < 1.4679962396621704f) {
    return exp2((log_value * 17.520000457763672f) + -9.720000267028809f);
  } else {
    return 65504.0f;  // Max representable value
  }
}```
#

which it did perfectly with minimal guidance, was kinda scary, it never works out like that normally

#

so can I run mid gray through the lut sampling and apply it in the config or something?

#

hmmmm don't see a parameter for that

warm plinth
#

we have acescct already

#
// https://docs.acescentral.com/specifications/acescct/#acescct
// Avoid using, since not a 0-1 encoding:
// "ACEScct uses values above 1.0 and below 0.0 to encode the entire range of ACES values."

float Encode(float ap1_channel) {
  if (ap1_channel <= 0.0078125f) {
    return 10.5402377416545f * ap1_channel + 0.0729055341958355;
  } else {
    return (log2(ap1_channel) + 9.72f) / 17.52f;
  }
}

float Decode(float aces_cct_data) {
  if (aces_cct_data <= 0.155251141552511f) {
    return (aces_cct_data - 0.0729055341958355) / 10.5402377416545f;
  } else if (aces_cct_data < ((log2(65504.f) + 9.72f) / 17.52f)) {
    return pow(2.f, aces_cct_data * 17.52f - 9.72f);
  } else {
    return 65504.f;  // FLT16_MAX
  }
}```
worn pawn
#

that's not built into the lut sampling function already right?

worn pawn
#

I'll just default scaling to 70, seems like a good balance

worn pawn
#

Test build

  • remove srgb to pow gamma correction from HDR with custom parameters (fixes black crush)
  • add pow to srgb gamma correction to SDR with custom parameters (fixes black crush)
  • adjust reference per channel tonemap peak target (more blowout, more hue)
  • reduce average brightness in HDR (I misunderstood a problem before)
  • temporarily (?) remove regrade preset
  • apply color grading to lut exposure reverse pregrade color when generated so that it looks good just by flipping the setting
  • move color grading sliders to before display mapping for more consistent functionality (shadows slider will do things now)
  • fix missing sat/highlight sat/blowout sliders in SDR
#

test build just because I want feedback on the lut exposure reverse change

celest totem
#

What is the LUT Scaling option supposed to do?

#

im trying that latest one out now

worn pawn
# celest totem What is the LUT Scaling option supposed to do?

To start from the beginning, LUTs are textures that have baked image manipulations in them. What LUT scaling does is it looks at the texture and scales the color based on the amount of dynamic range the LUT isn’t using. So it only does things if the LUT has compressed black/white levels.

It’s super noticeable in the gathering hub.

#

The LUTs aren’t super raised elsewhere really

celest totem
#

I see the difference for Color LUT Strength but not the LUT Scaling option

#

Even in the gathering hub, that is

#

I didn't see it change anything in the previous version either

worn pawn
celest totem
#

Example of what I see

#

hmm shouldve paused it

#

im still moving other settings around, but this is it at 0 and 100

#

ah, discovered it myself. Only does anything when LUT Exposure Reverse is Vanilla

loud oasis
celest totem
#

Glad it wasn't just me ha

worn pawn
#

It does a little something but not much of consequence

loud oasis
#

kekpepehands time to mess around the settings again since each time it changes lol.

#

Did anything change with the Local Exposure Detail. I had it at 40 before but the placebo felt more sharper when I logged in.

#

The colors look darker but that is probably because the blacks do not look as crushed now.

worn pawn
#

Nothing changed there

#

Colors in highlights will be a bit different from the per channel reference color change

#

And no gamma correction will change shadows and be a little less saturated

loud oasis
#

I am seeing that right now in Oil Basin area. The lava was orange before and now it is red lol.

worn pawn
#

Nothing substantial though

#

Local exposure highlights has a very strong effect on lava btw

loud oasis
#

Previous version (My settings) / New test build (same settings) / Vanilla+ / My settings with lowered contrast 50 -> 40 / Lut Exposure Reverse (Vanilla)

The vanilla exposure reverse looks good now in this area that I only checked at least.

#

The highlights slider definitely seems stronger now. I think I have to set it to 50 with contrast 50 to look about right 🙁

#

Otheerwise, there seems to be strong white highlights all over.

#

Although now the colors seem better and less orange than the previous version which is good.

#

This is random but I also notice when fog is swapped from 50 to 0 while using a custom volumetric mod setting makes the areas look real dark in the back. Foreground looks much lighter with less blacks. I am not sure if it is similar who what Adap brought up a few post before. I understand fog helps illuminate things. I do not know the technical side to it. I keep mine at 50 🤷‍♂️

Fog 50 / Fog 0

#

Actually I thing it was about the blacks being crushed.

worn pawn
#

I may change the highlights slider. I just don’t think I like highlights v3 much

loud oasis
#

In most games I do 60-70 on highlights. It feels weird having to do default 50 KEKW

#

That was the only way to not have it look real bad. The slightest adjustment made the lava look bad for me.

#

It sorta acted like RTX HDR with too much blowout on whites.

#

Hub at night. Not sure if it looks too dark or not now compared to Vanilla+.

loud oasis
#

Overall the test build is a better improvement except the highlight hmmNice

worn pawn
#

I changed how the roll off works with sliders in HDR since it goes with display mapping and I can adjust white clip instead to compensate. Maybe the old curve is better, but really I just need to change the highlight code.

worn pawn
#

@loud oasis see how you feel about this

loud oasis
#

I'll take a look in a moment.

loud oasis
#

I take it the Oil Basin where I been taking comparisons at changes a bit. The area looks more lava than usual. The ceiling on my last photos aren't grey no more to compare lol. It isn't the change but I guess the game environment right now.

loud oasis
#

Previous settings / Vanilla LUT exposure Reverse / New setting

#

Previous settings / New setting

#

Highlights are better. I ended up having to mess with the Local Exposure Highlights reaising the slider higher than before. I am able to do 70 highlight now. It looks similar to vanilla exposure reverse in a way but better. The mid greys I increased to 70 from 50 since it made the lighting and color pop more.

#

Messing with the highlight slider alone is very suttle and not too strong as it was before.

#

I suppose I forgot to raise the contrast back up to 55 but I will test around random environments. Looks like 55 contrast looks good and I had to raise the local highlight 75 -> 85 to counter the extra whites in highlights.

#

Hub at night: Previous setting / New settings

celest totem
celest totem
full terrace
#

Jon waiting for performance patches

worn pawn
#

SDR has been redone now

#

whoops, took these with TRC fix on

#

there, no TRC fix now

worn pawn
#

4.1.0

  • Revamped SDR support, using the same processes to improve HDR and max channel display mapping to SDR range
  • Remove sRGB to Pow gamma correction from HDR when using custom parameters, fixing black crush
  • Add Pow to sRGB gamma correction to SDR when using custom parameters, fixing black crush
  • Change how sliders are applied, resulting in more consistent and expected results in both SDR and HDR
  • Add missing sliders to SDR mode
  • Adjust reference per channel tonemap peak target (more blowout, more hue)
  • Correct average brightenss in HDR
  • Removed regrade preset
  • Updated lut exposure reverse pregrade option to look decent when it's selected
  • Improved LUT Scaling, now defaulting to 70
  • Updated Highlights slider math
swift ledge
#

how come you got rid of the second option anyway?

#

New addon looks great btw

#

no clipping or crushed blacks even with fog tweaks

#

wow even this looks good

loud oasis
#

Should the center look like that O_o It looks like a random white smug on a lens.

swift ledge
#

I'm not complaining this is what it looked like before

#

even the preset that made the game look like ass just to show that section looks worse than default now

loud oasis
#

I like the first one because it makes the ice look like an iceberg with light illuminating through KEKW

swift ledge
#

that's because it was over saturated

#

probably can make it look like that if you want

loud oasis
#

I'm good, I already found a preset I am fine with.

swift ledge
#

could use a saturated hdr look preset

#

one that actually gives a hdr look and not meant to just fixed all the issues with the game lol

loud oasis
#

55-60 saturation ChefKiss

swift ledge
#

over saturated

loud oasis
#

too bad the Oil Basin will look like ass now.

worn pawn
swift ledge
#

yeah

worn pawn
#

I got tired of supporting it, mostly. It kept breaking when I changed something fundamental in the mod and I got sick of it. So I setup the lut exposure reverse to be resilient to changes and look decent just by setting it.

#

people are gonna do their own thing anyway lol

#

I also like the defaults a lot now

swift ledge
#

yeah defaults are finally usable

worn pawn
#

game finally feels fixed to me for the most part

celest totem
#

yeah you nailed it here i think

#

most of the others i felt I had to play around with the settings more but the vanilla+ preset here is damn solid

worn pawn
worn pawn
#
  • add comprehensive mod compatibility checks, showing error/warning messages depending on what's broken
  • remove lens distortion toggle since it caused misaligned motion vectors. use reframework mods instead
  • remove vignette slider due to compatibility issues with photo mode. Use in-game toggle instead.
#

if anybody has a use case for the vignette slider that justifies it's existence, let me know

#

now my brain might let me ignore people floundering in the nexus comments

celest totem
#

Ah damn I liked the vignette slider

worn pawn
#

If it’s missed I can put it back, I just didn’t think it served much purpose when there’s a toggle in game.

#

Lens distortion is definitely staying gone though, that’s a subtle way to mess up the game

celest totem
#

Its not a big deal if it causes other issues, mostly just nice to have a little vignette

loud oasis
#

So did you figure out what was causing the washed out kill cam screen?

worn pawn
#

I have ideas but nothing confirmed no

#

I don't think I can fix it reasonably

loud oasis
#

Ah ok. I thought the recent removal slider/toggles were the cause.

worn pawn
#

nah, they're just unpolished options so I don't really want to offer them. Though I'm putting vignette back.

loud oasis
#

Vignette/Motion blur users FeelsCringeManW

worn pawn
#

motion blur stays on

worn pawn
#

sorry I don't like my games lookin like this

swift ledge
#

you right crisp motion much worse than this

#

okay well that gif was a lot bigger on the preview

worn pawn
swift ledge
#

lets see some slop

swift ledge
#

oh i thought you were going to show me a sample of what it looks like and you were telling me to hold

worn pawn
#

nah, that's just what I see without motion blur (just not as ridiculous of course)

celest totem
#

Its pretty necessary at lower framerates on OLED

swift ledge
#

lowest i'll be playing is 50fps anyway

swift ledge
#

apparently i lied

#

idk why it looks like ass now must've been a time thing

#

oh nvm had blurred luminance on I just reinstalled disable post processing

#

how come film grain had to be on anyway just curious

worn pawn
#

I made that when I wasn’t familiar with the code and thought renodx might have been replacing it. It doesn’t have to be on.

swift ledge
#

first 3 still have to be on right?

worn pawn
#

Just set game defaults and don’t fuck with the things at the top

swift ledge
#

those aren't default though

#

update out

#

good luck

sweet siren
#

crapcom..

swift ledge
#

@worn pawn I'm afraid to say we're back to slop

#

god i forgot how bad this game looks

buoyant zinc
sweet siren
#

hasnt always been the case but yeah i figured this update would be the one to do it

worn pawn
#

hopefully it'll be quick

worn pawn
#

how's performance?

swift ledge
#

errr

worn pawn
#

new post processing shaders is fucking annoying cause that's like 6 new shaders to get and fix 😩

sweet siren
#

feels smoother on my end but given my rig....

swift ledge
#

there's a improvement but..

shadow spear
#

wait .. i was using the mod from december i didnt know there was a january 26th one

worn pawn
#

oh nice they added dlaa

sweet siren
#

ive only ever noticed issues with the High-Res pack when im in a 90+ person lobby, especially when there's a festival running

worn pawn
#

and updated dlss

swift ledge
worn pawn
#

I'll have it fixed tonight

shadow spear
#

also, srry about the dumb question but how do i replace an already installed mod release?

worn pawn
#

copy paste and overwrite

shadow spear
#

ayy nice

worn pawn
#

but the mod is broken broken right now, no point

shadow spear
#

no probs i'm prob playing in a few days still, i'm waiting for new optimization guides that somehow will show up xd

#

i hope the disable post processing effects mod isnt broken entirely after this

buoyant zinc
# worn pawn how's performance?

Initial testing; DLC check fixed. Average performance is about the same when still running the same maxed out settings as before, but with vastly improved lows and ~7-8GB reduction in VRAM utilisation

worn pawn
#

wait like, lowered by 7-8 GB or down to around 7-8 gb?

sweet siren
#

I saw only a GB in VRAM reduction?

worn pawn
#

honestly my main hope with this patch was the high res textures being useable

buoyant zinc
worn pawn
#

hell yeah

buoyant zinc
sweet siren
#

No, I am 😭

#

Ill have to check again

buoyant zinc
#

Also the High-Res pack has had it's install size reduced to 31GB on disk

shadow spear
#

no way i was gonna sacrifice 100gb before

sweet siren
worn pawn
#

not that this matters to anybody else but my memory usage with the renodx devkit loaded has drastically reduced lol

buoyant zinc
shadow spear
buoyant zinc
worn pawn
sweet siren
worn pawn
#

just flip lut exposure reverse to pregrade

buoyant zinc
swift ledge
buoyant zinc
worn pawn
#

too many files in a folder to cut and paste, I fucking hate windows lol

swift ledge
#

oh lord even worse than i thought

#

dlss isn't native

#

and 1440p?

#

ur peformance is fucked

buoyant zinc
#

Of course it is it's fucking MH:Wilds

worn pawn
#

reminder that the game does shaders in the background while playing now

swift ledge
#

im geting around 60fps on 4k dlss quality with a 4080s

buoyant zinc
bitter quail
#

at first glance texture streaming seems better, high res texture feels usable

buoyant zinc
#

If it does then it's a certified CRAPCOM moment

worn pawn
#

I thought it just said it changed it

#

not removed

sweet siren
#

Yeah it still compiles some shaders in the background, they just added more back into the initial compilation from what I experienced

swift ledge
#

you can edit the config.ini and change ecoshadercache=true to false to turn off background compilation

buoyant zinc
#

@worn pawn

#

"Reduced". My bad. I gave them a nano-angstrom of credit there for a second

worn pawn
#

yeah just reduced, hard to say what that means exactly

#

could just mean they lowered priority

#

or don't let it slam the CPU as hard

swift ledge
#

yeah i was almost cpu bottlenecked with 7800x3d last i checked which is crazy

buoyant zinc
#

I'll have to purge my cache/update my drivers to the ones that have droped today to verify the compilation behviour to say

#

I am. 5800X3D. Only run Quality DLSS for those hunt areas that can actually be GPU bound

swift ledge
#

must be why ur peformance is rough

buoyant zinc
#

???

#

What?

sweet siren
#

Wouldnt that imply a GPU bottleneck or am i losing it

swift ledge
#

you're getting worse performance than me and i have a 4080s and am playing at 4k

buoyant zinc
sweet siren
#

Oh I misread hehe

swift ledge
#

why'd you sent questionmarks then lol

buoyant zinc
#

Because I was trying to parse why you were saying it like it was some revelation that faster CPUs are faster in CPU bound games

#

Well my need for DLSS has gone

#

Seems they've addressed the wasteful lighting in the lower Oilwell Basin. Seemingly a ~28% drop in GPU time

swift ledge
#

damn my cpu usage has nearly halved in ice cliffs

shadow spear
#

somebody summon this guy with the new patch news 😆

swift ledge
#

might even get a mystical hardware unboxed benchmark

#

nvidia really doesn't like mhwilds for some reason

buoyant zinc
swift ledge
#

i reinstalled thinking i messed something up with dlss swapper but nah nvidia overlay still broken

buoyant zinc
#

Well, need to get some sleep. Very initial conclusions;

  • Very significant drop in High-Res Texture DLC install size
  • Very significant drop in VRAM utilisation when using said texture DLC
  • Vastly improved texture streaming stability
  • Big uplift in 1% and 0.1% lows
  • Fixed DLC check bug
  • Very minor improvement to average performance (still very poor overall and frankly unacceptable)
  • Fixed some isolated performance tanking locales (lower Oilwell Basin and Iceshard Cliffs interiors)
swift ledge
buoyant zinc
swift ledge
#

nvidia working with wilds for yall? I wanna test new dlss overrides

#

doesn't like me

buoyant zinc
#

Don't use it unless I'm using RTX HDR

#

I use NV App settings/SpecialK for DLSS model selection

sweet siren
swift ledge
#

does overlay work for showing override?

sweet siren
#

nope, doesnt work at all still

celest totem
#

sometimes in other games, havent seen it work in wilds though

buoyant zinc
#

NVidia won't use low-level/proxied hooking so it doesn't work in most games honestly

shadow spear
#

unless it was placebo, but i could tell M was on bc of the over sharpening it does compared to the others

buoyant zinc
#

@swift ledge just checked for you before I go; worst VRAM has gotten to now is 12GB. So with a 16GB card and not running too much hardware-accelerated bloatware, High-Res texture pack should be perfectly useable

celest totem
#

almost enough for a 12GB card

buoyant zinc
#

Only areas not checked are unique hunt locations of Jin, Zoh and Gog

swift ledge
buoyant zinc
#

Hopefully with CAPCOM actually implementing LODs and other optimizations in Feb, this game's performance might be bad as oppose to putrid

shadow spear
#

big big change in Arc Raiders immediately noticeable

#

L model >

swift ledge
#

yeah im starting to like l model a bit

#

4.5 just doesn't work on rt games though

#

the noise is unbearable

celest totem
#

if they have ray reconstruction then you wouldnt be getting 4.5 anyways

shadow spear
#

altho the rt is ass

buoyant zinc
# swift ledge the noise is unbearable

I think it's extremely title dependent. Even the, "it makes RT worse", is in desperate need of context that it depends very significantly on the game and even then, what looks like intense specular artifacting/ailising in the SDR domain becomes much reduced averaging of highlights in the HDR domain. So what one game in SDR does can be extremely different to another in HDR

buoyant zinc
swift ledge
#

honestly the noise isn't that bad on wilds i was getting a lot of shimmering on l then i switched my preset to ultra and it seems fine

#

idk what was causing

buoyant zinc
#

REEngine has a very poor RTGI solution that is locked to running at an aggressively low sampling resolution with little to no caching (depends on title)

swift ledge
buoyant zinc
#

@swift ledge Good news is that the last REEngine game, Pragmata, has RT done by NVidia including "Full RT" (one of NVidia's now four ReSTIR methods most likely). I will let y'all opine on whether that's a blessing or not

buoyant zinc
#

The flicker?

swift ledge
#

the floor textures like turn lower res after standing still

#

move around

#

yeah flicker ig

#

the ground is like unstable for some reason

#

fine when moving

buoyant zinc
#

That'll be the forced, very low quality REEngine RTGI

#

Sucks but the only way to reduce it's boiling effect/noise is to not reduce the render res too far. Not 100% sure, but if memory serves MHWilds is sampling at 1/3. So reductions in DLSS quality have an outsized impact

swift ledge
#

weird how it's so much worse while standing still though

buoyant zinc
#

Again, it's due to the limited caching. Denoisers, whether it's the ones in TAA, DLSS, FSR, XeSS, NRD or DLSS-RR, rely on cached resolves to increase context data in the denoiser to more effectively de-noise. REEngine has always had it's cache size extremely low (or more likely bugged). Same reason why TAA looks so awful in REEngine games on PC. For some reason, the resolve caching is borderline non-existent, leaving the denoiser to mostly rely on spacial data, leading to awful results

swift ledge
#

you can really tell see it here lmao

#

ultra performance confirmed unusable in wilds lol

worn pawn
#

4.2.0

  • Support for jan 27th/28th update
  • Update tone mapper to Neutwo
  • Mod compatibility detection in the RenoDX mod menu, check troubleshooting section on nexus if it's giving you warnings/errors!
  • Removed lens distortion slider (caused problems with motion vector alignment, use reframework mods instead)
swift ledge
#

damn plus 200kbs it's a whole ass mb now

#

ty for update

#

my goat

worn pawn
#

probably could remove old shaders

swift ledge
#

not that big a deal

shadow spear
#

where's the old shaders located at

worn pawn
#

the shaders are embedded in the addon file

shadow spear
#

oh ok i dont need to delete the game shaders themselves

worn pawn
#

no

shadow spear
#

tyty

#

installing

worn pawn
#

I just meant that I still have old shaders in the mod from previous engine updates, just in case they still popped up somewhere.

#

nothing anybody needs to worry about

shadow spear
#

weird its not showing up, did i f up by updating reshade?

#

i just replaced the older addon to this one

worn pawn
shadow spear
#

i have one its older

#

i'll replace it

#

nice, its working! any settings to play with?

worn pawn
#

I honestly just like the defaults now

shadow spear
#

Vanilla+, it does look brighter

#

well, its just Vanilla and Pregrade lol

#

definitely feels like some of the options in "disable post processing" need to be checked, but that's another mod

#

i'll just leave them untouched

worn pawn
#

genuinely how did this game ship like this and stay like this

shadow spear
#

i know its HORRIBLE

#

it genuinely looks like somebody spread peanut butter all over the screen before mods

#

i will try the texture pack tomorrow

bitter quail
#

did one hunt without reno and my eyes were struggling

#

immediately restarted when Jon updated

swift ledge
#

im using 14gbs of vram without dlc textures so idk how yall getting 12 lol

worn pawn
#

it was using about 14 GB with dlc textures for me

bitter quail
#

played a bunch and game was pretty stable the whole time

loud oasis
#

Looks like Volumetric fog now has so many options to choose from. There is a foliage and snow collision option. A new foliage density (unless it was there before). The sky/cloud quality looks like it isn't as pixelated no more on lowest.

#

Foliage Density has Blank / Low / Blank / High KEKW

peak escarp
#

Whats the verdict on the brightness issue now with the latest patch and reno?

#

Oh new version of reno ty

gusty lantern
#

Has anybody tried decompressing the new DLC textures? Does it still make performance better? Or is it now unnecessary? I am away from PC right now...
I will test it myself later but I am impatiently curious about it 🙃

buoyant zinc
worn pawn
#

Total

buoyant zinc
#

So likely 10-11GB in game depending on background apps and VRAM pressure

worn pawn
#

yeah, but I have a 16 GB card and it's never very conclusive when total usage gets up to that 80% range.

#

I did end up getting some slowdown in fights from what felt like vram stuff, this was at 4k dlss perf with model M and frame gen on.

#

I can't remember if I had a bunch of shit open though lol

bitter quail
pearl pine
#

so they nerfed the texture pack ?

bitter quail
#

Is that what they did?

gusty lantern
worn pawn
#

I don't think so. And frankly even if they did it was apparently necessary to make it useable on anything other than a 4090/5090

#

using more than 16 GB of vram for something that didn't even look that much better was wild

gusty lantern
# bitter quail Didn't feel necessary to me so didn't try

I did. it reduced the cpu load a bit since I disable gpu decompression so it happens on my cpu...
Before anyone says shader compilation in the background gets in the way of measuring CPU load, I wait enough until cpu utilization stabilizes after a shader cache reset every time before comparing things...

#

Did not check vram usage stuff though. Since I am not limited with vram (4090) I tend to pay less attention to it 😄

gusty lantern
#

yes, could be indeed. I am not ruling out that possibility eighter, but it was a stutterfest even with a 4090. Even if I decompressed it before it was a constant benchmark load on my SSD due to how much stuff it was streaming constantly. If they sacrificed a bit quality to make it actually usable, then it is a better direction overall

hot dock
#

Before this patch, using the hi-res textures without pre-decompressing it resulted in sub 1fps gameplay, then a crash shortly after entering any of the hubs.
...and this goes without saying, but thank you so much, Jon. I am not exaggerating when I say that without this implementation of RenoDX I could not play Milds 😊

worn pawn
gusty lantern
#

I later found out that shader was missing in save file selection screen, in game it works correctly

#

maybe now it will also work there..

worn pawn
#

that's the one I added, yeah

worn pawn
#

at the very least, making another preset helped me dial in the pregrade color

worn pawn
#

gonna let the preset sit for a bit before pushing to nexus. If anybody uses it and has any thoughts, please share 🙏

celest totem
#

I'll check it out this evening

loud oasis
#

My settings looked fine still. The regrade preset was nice. The vanilla+ in Suja sorta looked weird to me but I guess because it is missing all the adjustments from lut and stuff.

worn pawn
#

the LUT in Suja is just ass

#

like with most grading related things, they were not cooking

worn pawn
#

alright I've played enough with the preset, works well. Time for nexus

radiant plinth
#

For me at 1900nits on a pro display, 4.3 is a bit of a step backwards in term of the slider "average". This varies a ton from user to user, so I would never dare complain about this, just a note. The colors are better (I used to have sat set to 56, now 54 looks the same), but exposure used to be perfect at 1.0 now 1.3 is required to match the same levels. Highlights also moved from 52 to 62, contrast from 52 to 60.

Zero real criticism, but if there was a way to have 4.2 exposure with 4.3 colors, you'd be almost spot on with every sliders at 50/middle (on my particular display)

(obviously all pregrade)

worn pawn
opal silo
#

Hi

#

any fix for this?
or i should just ignore it

worn pawn
#

means you're using another mod to adjust the fog and the fog slider won't work. That's the only consequence.

loud oasis
#

Hmm mine still shows good with the volumetric fog mod. Maybe some complication interflicting with the two.

worn pawn
#

entirely depends on how the reframework mod accomplishes its goal

#

with the current mod version, that warning will only show if a relevant fog shader has never been detected at any point, so now it won't show up if I'm just missing a fog shader (the text will come up though)

radiant plinth
#

In my case, I believe it's the "better camera distance" mod that's interfering with the fog, since it has been noted that reframework's fov option breaks it. It's unfortunate that those two things (fov and fog modifications) aren't compatible, but users can choose their own priority.

[EDIT] Upon further testing, it seems likely I have more than one conflicting mod. Removing the camera mod, and/or MDF yielded the same result. Other than those, and the body slider mod, I only have armors. I don't particularly care enough to narrow it down further, but I thought it might help someone looking to do so.

swift ledge
#

i've got like every visual mod on imaginable and it's fine for me lol

#

including fog tweaks and camera distance

#

it seems so weird what makes this error show

worn pawn
#

Some people have mentioned rt off doesn’t work

terse oasis
swift ledge
#

was it in game?

swift ledge
#

regrade just seems a bit darker lol

#

i don't think it's crushing but it's pretty close

#

accidentally put the wrong screenshot in

#

that was with dlss peformance

#

i feel like the smudging was not this bad before

worn pawn
#

Yeah it’s darker in the hub than I want it to be

#

Problem is they use obscenely raised LUTs there and the option definitionally can’t show that

#

Hmmmm I guess I could do some blending nonsense between the two colors

buoyant zinc
swift ledge
#

yeah i tried high res pack it seems fine, lower fps, but vram for rivatuner stayed the same while taskmanager and wilds went up by 2gb

#

so ig rtss and hwinfo is just wrong

radiant plinth
# worn pawn Some people have mentioned rt off doesn’t work

I have RT on, and always have had, so it can't be it for me unfortunately.

[EDIT] Found the culprit a day later. In my case, it was having RT Tweaks enabled (reframework raytracing tweaks, under graphics). Thanks for the suggestion of RT being linked to this, even though mine was on, it lead me to trying this toggle.

swift ledge
#

lol what is this

worn pawn
#

mod someone made to work around an old bug we had

swift ledge
#

are these 2 still required what were the issues being caused by these being off?

#

I saw a post about it and they said to turn off corlor correction for some reason

#

they were talking about on SDR specifically

worn pawn
#

funny enough I think color correction off is the one setting that still breaks renodx

worn pawn
swift ledge
#

Just realized this post is by someone from the other server lol i don't think they're in here

worn pawn
#

Ah lol

bitter quail
#

Interesting they use the rt mode to photon mapping in ref

#

Might check that out

swift ledge
#

Weird quirk I noticed here the Vanilla preset is actually darker than the regrade here. It's usually the opposite way

worn pawn
#

Normal for cutscenes (which those title screens count as). Different shaders, they light them differently

#

Or grade them differently rather

swift ledge
#

weird those count as cutscenes

#

got a quick side by side sdr comparison

#

Native SDR / RenoDX SDR

#

It's so weird how native adds like a grit to it

#

almost seems like different AA somehow

celest totem
#

i really cant tell any difference with their ref and config.ini tweaks so im going to guess its placebo

#

it not having a perf impact kinda reinforces that

swift ledge
#

I made a comment on that post about it not being a proper guide without RenoDX and surprisingly it’s actually getting upvotes

#

In a non-hdr subreddit nonetheless

celest totem
#

I was hoping to see a before and after of the tweaks, since it kinda just looks like what the game looks like for me with just renodx

#

The screen space photon mapping seems like it was already doing

bitter quail
#

Someone has to find a way to turn off denoiser for RT

swift ledge
#

turn off the denoiser?

#

wouldn't that just make it worse

#

you mean make it better?

swift ledge
bitter quail
#

yeah

#

for wilds, turn off ssgi/rtgi denoiser

tepid blaze
#

im getting this warning on the compat check and i cant seem to figure out how to get rid of it

worn pawn
#

Made the warning system before I knew they were missing

tepid blaze
#

So I shouldnt worry about it?

worn pawn
#

Yeah

#

It’s only the fog slider

tepid blaze
#

Okay great cause the game just looks way better with this turned on

pearl pine
#

itsn ative hdr vs reno ?

worn pawn
#

Yeah

pearl pine
#

could be just m

#

e

#

i mean i know native is shit

#

but reno looks a bit too crushed ?

#

or maybe it's just the game assets that stink

#

i had the same feeling on ds1 in the izalith zone lol

worn pawn
#

Doesn’t seem crushed to me. It’s just what happens when the tonemapper is allowed to go to 0.001 nits.

tepid blaze
#

I need to have HDR enabled on windows for wilds HDR to work right?

oak field
#

I've never used HDR in Windows anything without it on.

pearl pine
swift ledge
#

@bitter quail just realized you made the better camera distance mod lol

#

arigato

celest totem
#

Good resetera post Jon

swift ledge
#

Surely you won't have to redo all the shaders again

#

Should be releasing soon i think

worn pawn
#

RIP if so cause my ass is on vacation

bitter quail
#

When is the patch?

sweet siren
#

hour and 15

bitter quail
#

nice thanks, uninstalled all my mods

swift ledge
#

well deserved vacation though

#

as if this is ur job lol

swift ledge
bitter quail
#

yeah I do just wanted to disable them before the update to avoid any issues

worn pawn
swift ledge
#

well as long as you're still making money doesn't matter what you do in ur free time hopefully you enjoy making mods

sweet siren
#

update is out early

bitter quail
#

updating

worn pawn
#

Fingers crossed

bitter quail
#

very slow so far, weird. steam usually has blazing fast speeds

swift ledge
#

im getting 1.5gbps

bitter quail
#

ah it picked up had a really slow start for some reason

sweet siren
#

They updated the post-processing shader 💀

worn pawn
sweet siren
worn pawn
#

Fucking RIP

#

Output shader continues to hold strong though

sweet siren
swift ledge
#

the lone survivor

swift ledge
worn pawn
#

It’s possible ritsu will have time, so I’ll wait and see what he says

bitter quail
#

if they didn't change much I could quickly look over and patch them if ritsu doesn't have time

worn pawn
#

I doubt it’s anything other than a new cbuffer entry

#

It’s setup to be pretty straight forward

#

Fog shader could be difficult to track down depending on what they did though

sweet siren
#

this new LOD system has some vegetation models popping-in when you walk right up to them

bitter quail
#

I mean broken fog is hardly a big issue until you or ritsu can fix it

#

oof

sweet siren
#

No option in the menus to adjust the LOD behavior either, though there is a handful of new? LOD lines in the config.ini.

swift ledge
#

are you using hig res texture pack? just curious

sweet siren
#

Yeah

swift ledge
#

damn it i thought they'd fixed the texture issue with dlss 4.5 but i forgot i changed my preset

sweet siren
#

texture issue?

swift ledge
sweet siren
#

What the hell

swift ledge
#

the game doesn't seem to want to close after quitting

sweet siren
#

Mine did..

swift ledge
#

weird

#

im suprised all my mods work besides the 3d models ones

sweet siren
#

I was a little surprised by ReFramework working

swift ledge
#

performance is definetly a whole lot better

#

im not seeing this GI issue on the ground in the forest anymore are yall?

#

nope nvm just a time of day thing

bitter quail
#

hard to tell performance sometimes, because reno has a performance hit

swift ledge
#

was only like 3 fps for me

bitter quail
#

yeah it's their GI that sucks

#

has all those artifacts

swift ledge
#

im seeing like a solid 10-15fps increase minus renodx peformance hit

#

some how the "global" illumination has lod somehow too lol

sweet siren
swift ledge
#

damn i got raise my bitrate on obs it doesn't look that bad i swear lol

#

better I don't want it to be too big

swift ledge
#

lol i couldn't even figure how to decompile the wilds shaders to see if i could fix anything. the cmd_decomp didn't work and the workaround script thing didn't either

#

beaten by the first step

sweet siren
#

oh you’re right looks like Shit heihachiPlasma

sweet siren
# swift ledge

i have a feeling they won’t touch the way lods work whatsoever

full terrace
swift ledge
#

yay ty I will have to test it out tommorow

gusty lantern
# full terrace Updated

Thank you so much for really fast update Stronge it is working fine as far.
Only thing that I noticed is; during save file selection screen; fog slider does not work. It works in actual game though, so not big problem!
It uses a different shader, @worn pawn knows how to track it but it does not matter much and we can skip worrying about it, enjoy your holidays

#

Vignette slider is not working but I don't care with that one since turn it down to 0 always.
I am just testing what works and not, to give some heads up for other people..
Every other thing I tested seems working fine here...

#

Game performance is definitely better after the patch but I see some LOD changes happening way too frequent and for the objects that are not that far away, makes it noticable.

my draw distance is the highest setting and I am using high-resolution dlc textures. I hope they can give an option to adjust it for the cards with more than enough vram...

slow cosmos
#

might be tied to arkveld roaring or something in the distance not sure

#

latest reframework nightly, reshade 6.7.1, default dlss dll/preset, and latest display commander installed

full terrace
#

I'll leave finding the rest of the shaders - if there are any - for when Jon gets back

worn pawn
full terrace
#

No it doesnt

slow cosmos
#

it does

#

just tested in windward plains

pine sonnet
#

why reno so different than vanilla?

#

its fine? preference?

pearl pine
worn pawn
worn pawn
# pine sonnet why reno so different than vanilla?

Ultimately tuned for preference, but the preference in question is configuring the tonemapper to be allowed to go down to near black. You can switch to vanilla parameters if you want a faithful look, I just think it looks awful so it’s not default.

slow cosmos
worn pawn
#

And it didn’t happen with the previous builds?

worn pawn
#

It’s possible other mods can create conflicts that they didn’t before, so always start there

worn pawn
#

is anybody else seeing this flicker?

gusty lantern
#

Neutwo tone mapper, Vanilla Lut exposure

#

not exactly flicker for me but the game brightness changes during the whole glide, meaning while that particular shader is active

#

if you spam gliding on and off during the descend it can create a flicker-like effect though

worn pawn
#

any other mods?

gusty lantern
#

only disable lens distortion

#

as a visual mod

worn pawn
#

if you're willing to, could you try without that?

gusty lantern
#

yeah sure

#

I will disable all mods for you 😄

#

also recompile shaders

#

it still does it

#

those are my settings

pine sonnet
#

sad but mh wilds still blurry mess

gusty lantern
#

Blurry? I can say a lot of bad things for this game but "blurry" is not one of them. At least if you are playing at a decent base resolution and high graphics settings

#

However It is definitely a challenge to set everything up in high settings and have a good frame rate at the same time

pine sonnet
#

latest dlss help but adds too many artifacts

gusty lantern
#

I don't see blur but I see a lot of inconsistent textures (quality wise) sometimes makes me question why some textures are so bad (even with high res textures)

gusty lantern
#

That blur however definetely there in Monster Hunter World with its shitty TAA

gusty lantern
pine sonnet
#

latest or ingame?

gusty lantern
#

Latest profile M. 1440p monitor res
anyway I don't really like visuals in this game either but for different reasons

cloud cave
#

i tested the new addon rn and it looks incredible, im using dlss quality and if it helps i didnt see anything wrong

worn pawn
#

Thanks for testing it, I’ll look into it when I’m back

cloud cave
#

if u need more info or testing ping me pls

gusty lantern
cloud cave
#

idk what benefits are in dlss 4.5 to dlss 4 in quality

gusty lantern
#

it has less ghosting but some other problems

#

pick your poison situation 😄

#

watch some reviews

#

quality means 66% resolution scaling nothing more

#

actual model presets have the difference in behavior...

pine sonnet
gusty lantern
#

I don't use nv app, it is not even installed on my machine...
I am currently using a Tool called "Display Commander" to force the preset. But otherwise I use nvcp inspector.
you can find it in the server. However preset K and M are not worlds apart. Meaning if you find preset K "blurry" it won't improve much in that regard I suspect

#

But if your definition of blurriness is a about "ghosting" it is a bit better in preset M

#

actual noticable noise and artifacts comes from FrameGeneration though, not from upscaling

#

that is also worth to mention in my case

#

I don't use frame generation most of the time. I just try it from time to time, to see if it gets any better

loud oasis
errant sphinx
sweet siren
#

FG wasn’t touched with 4.5 so any improvements will come with that MFG update

#

unrelated to Wilds but hopefully RR gets updated alongside that too

shadow spear
#

i had just installed the latest reno after a few weeks of downtime Stronge

#

is it recommended to wait a bit again?

swift ledge
shadow spear
#

for a new file, apparently theres some glitches atm

loud oasis
#

Current reno with today's fix work fine for me. Feels like it never broke with the update. I am sure there might be some stuff needing more fixing but it is playable.

swift ledge
#

anythings better than native

umbral magnet
# slow cosmos

late to the party but I just got home. Seems our flashing friend is back yet again lol. Also happens when fully charging a mighty charge slam with hammer.

swift ledge
#

you too @umbral magnet ?

slow cosmos
#

or is eotf boost a thing in reno that i missed

swift ledge
#

hmm idk maybe it was still on somehow

#

They issue looks very similar to what the EOTF Boost setting for msi monitors looks like

#

(which is what that app is based off of)

umbral magnet
past hound
#

I'm getting an unhandled exception with Reno.

Used the latest one here in this Discord channel and have ReShade 6.7.1 applied to the game executable.

No other mods, fresh install.

Anyone else having this problem?